EM
Hits shields hardestOften punishes shield hooks and is common on Angel lasers, EM missiles, neutrals, and Amarr drones.
- Multfrequecy / Imperial Navy / laser crystals
- Mjolnir missiles
- Curator / Infiltrator / Praetor drones
A fast field reference for damage types, resist holes, NPC pressure, drone families, EWAR, and baseline ship tendencies. Treat these as starting reads, not a magic scanner result. Real fits patch holes, swap tanks, use drugs, overheat, refit, or simply get weird. This section is new — please send feedback if something is off or missing.
Search the full learning map or jump directly to a related path.
Orientation, direction, and the first mental models a new or returning pilot needs.
The mechanics and habits that prevent the most confusing early losses.
Read damage, ships, EWAR, fits, and engagement selection faster.
Resources, reprocessing, hauling, planetary chains, and industrial decision tools.
Agents, mission hubs, loyalty rewards, standings, and special-agent planning.
Interactive practice and live awareness tools for field decisions.
Often punishes shield hooks and is common on Angel lasers, EM missiles, neutrals, and Amarr drones.
A secondary damage type that pressures both shield and armor — the signature damage family for Gallente drones and hybrid turrets.
Common on Caldari missiles (doctrine, EM/kinetic damage mixes), and Caldari drones.
Often punishes armor holes and is common on projectile ammo, explosive missiles, bombs, and Minmatar drones.
Use this when picking mission/site ammo, building a basic tank, reading a hostile hull, or explaining why a pilot keeps melting in the wrong content. First damage chip = primary; faded = secondary.
| Faction | Deal | Tank | EWAR | Notes & links |
|---|---|---|---|---|
|
Angel Cartel Pirate Null / Low
|
Exp Kin |
Exp Kin |
Target painters |
Usually the explosive/kinetic row players remember first. Expect speed and projectile-style pressure.
|
|
Blood Raiders Pirate Low / Null
|
EM Therm |
EM Therm |
Neuts Nosferatu Tracking disruption |
Cap pressure matters. New pilots should learn why a neut can shut off repairers, prop mods, and tackle.
|
|
Guristas Pirate Null
|
Kin Therm |
Kin Therm |
ECM |
ECM can break locks. Good early lesson for missile pressure and why backup plans matter.
|
|
Mordu’s Legion Pirate Low
|
Kin EM |
Kin Therm |
Missile pressure |
Treat as missile-heavy. Damage selection and range control are more important than the row alone.
|
|
Rogue Drones Pirate Null
|
EM Therm |
Exp Kin |
Mixed |
Drone sites vary. Use this as a starting point, then adjust if your tank or clear speed feels wrong.
|
|
Sansha’s Nation Pirate Null / WHs
|
EM Therm |
EM Therm |
Tracking disruption |
Laser-style pressure. Turret pilots should learn what tracking disruption changes.
|
|
Sansha’s Nation (Incursion) Pirate Null / WHs
|
EM Kin Therm Exp |
EM Kin Therm Exp |
All |
Omni expectations. Incursion fleets follow their own doctrine rules and fit standards.
|
|
Serpentis Pirate Low / Null
|
Kin Therm |
Therm Kin |
Sensor dampeners |
Hybrid-style damage and damp pressure. Range and lock range both matter.
|
|
Equilibrium of Mankind Pirate Null
|
Kin Therm |
Kin Therm |
Mixed |
Useful enough as kinetic/thermal until a more exact site-specific profile is available.
|
|
Khanid Empire / Pirate-adjacent Low
|
EM Therm |
Therm EM |
Missiles Cap pressure |
Amarr-adjacent, but missile hulls and fit choices can shift pressure.
|
|
Mercenaries NPC Low
|
Kin Therm |
Kin Therm |
Varies |
Treat generic mercenary content as mixed enough to verify on-grid rather than trusting one rule.
|
|
Sleepers Wormhole / Drifter-adjacent WHs
|
EM Kin Therm Exp |
EM Kin Therm Exp |
Neuts Scrams Webs |
Omni tank and strong awareness habits. Sleepers are a good reason to learn probes and D-scan properly.
|
|
Amarr Empire Empire High / Low
|
EM Therm |
EM Therm |
Neuts Tracking disruption |
Empire baseline. Player Amarr hulls still depend heavily on fit and tech level.
|
|
Caldari State Empire High / Low
|
Kin Therm |
Kin Therm |
ECM |
Missiles and shields are the lesson path here. Expect kinetic bias from many Caldari hulls.
|
|
Gallente Federation Empire High / Low
|
Kin Therm |
Kin Therm |
Sensor dampeners |
Hybrid turrets and drones make thermal/kinetic the default mental model.
|
|
Minmatar Republic Empire High / Low
|
Exp Kin |
Exp Kin |
Target painters |
Projectile ammo can change damage. Treat explosive as the first guess, not the only answer.
|
|
CONCORD Empire Any
|
Kin Therm |
EM Kin Therm Exp |
Omni response |
Not a normal PvE target. For new pilots, the lesson is criminal flags and safety settings.
|
| Race | Damage | Light | Medium | Heavy | Sentry | Note |
|---|---|---|---|---|---|---|
| Amarr | EM |
Acolyte | Infiltrator | Praetor | Curator | EM pressure; often used when shield holes matter. |
| Caldari | Kin |
Hornet | Vespa | Wasp | Warden | Kinetic pressure; common in missile-flavored doctrine thinking. |
| Gallente | Therm |
Hobgoblin | Hammerhead | Ogre | Garde | Thermal pressure; very common general-purpose damage choice. |
| Minmatar | Exp |
Warrior | Valkyrie | Berserker | Bouncer | Explosive pressure; useful into many armor holes and fast tackle situations. |
Baseline tendencies for common racial hull assumptions. Use them to ask a better question, not to stop thinking. Left border: ■ Armor ■ Shield ■ Mixed
| Faction | Tank | Tech | Layer tested | Shoot this | Notes |
|---|---|---|---|---|---|
| Armor-primary hulls | |||||
| Gallente | Armor | T1 | Shield |
EM Therm
|
Shield Gallente is uncommon outside polarized, bait, or meme fits. |
| Gallente | Armor | T1 | Armor |
Exp Kin Therm
|
Explosive hole is the classic armor read unless rigs patch it. |
| Gallente | Armor | T2 | Armor |
Exp EM
|
T2 resists can be very high in thermal/kinetic; avoid assuming raw T1 holes. |
| Amarr | Armor | T1 | Armor |
Exp Kin Therm
|
Amarr armor has better explosive than Gallente, but explosive/kinetic pressure is still common. |
| Amarr | Armor | T2 | Armor |
Therm EM
|
T2 Amarr can flip the usual expectation; verify before committing. |
| Shield-primary hulls | |||||
| Caldari | Shield | T1 | Shield |
EM Therm Kin
|
Large EM/Thermal shield hole unless fit patches it. |
| Caldari | Shield | T2 | Shield |
EM Exp
|
Thermal/kinetic can be much stronger on T2 hulls. |
| Caldari | Shield | T1 | Armor |
Exp Kin
|
Armor Caldari is uncommon, but the explosive armor hole still matters. |
| Minmatar | Shield | T1 | Shield |
EM Therm Kin
|
Minmatar can shield or armor. First read is only a first read. |
| Minmatar | Shield | T2 | Shield |
Kin Exp
|
T2 shield profiles may reward kinetic/explosive instead of raw EM. |
| Minmatar | Shield | T1 | Armor |
Exp Kin Therm
|
Armor-fit Minmatar exists often enough that hull context matters. |
Breaks target locks when successful. Tackle, weapons, reps, and target painters all stop applying while jammed.
Reduce lock range or lock speed. If you cannot lock far enough, range control defines the fight — you kite or you die.
Hurts turret tracking or optimal/falloff. Missiles are unaffected. Pilots should learn when transversal is helping or hurting them.
Cap pressure kills prop mods and active tanks. Scrams shut down warp and MJD. Webs decide who controls the range.
Move in order when the path is useful, or open the academy map and branch wherever your next problem points.